LaDiDa

I did not test this feature, but I know that in SA dynamic shadows are "saved" in COL files. Interesting, is it possible to use this for all the buildings, or only for simple things. And is there any mod that uses that feature and adds dynamic shadows for buildings?

It added dynamic shadows for the tall buildings in central LS (they only work with Shadow Settings Extender though). No clue how well the game would handle shadow meshes on all buildings, guess there's only one way to find out

It added dynamic shadows for the tall buildings in central LS (they only work with Shadow Settings Extender though). No clue how well the game would handle shadow meshes on all buildings, guess there's only one way to find out

Thanks, it looks really great. I will look at this mod (I mean how it works), but I don't want to add the new feature to HRT's to do list.

I welcome again all those who follow the progress in creating this modification. This progress, unfortunately, is very long, but it will bring its results. In the last «full format» news (About the actual state of the mod; vehicles; LAs section is started), that was posted at the beginning of August, I told about the whole situation about mod's creating and terms of finishing work. For me this situation is unpleasant, but now the tempo of the development is quite low, and in that news I've described it in more detail. Also there were listed the main achievements for the last time. Generally, after finishing LAn and LAn2 sections of Los Santos the third part of this city LAs was started. At the same time, work on vehicles was started again.

You will see the images from the third section (LAs) and with vehicles in future posts. And now, due to the fact that I very often return to the sections that are already done and rework many of them again and again, I would like to show you some screenshots of the improved LAn section. As you know, this is the first part of the city and it was finished some time ago. But periodically I returned and made various changes to it. Compared with previous times, a quality of textures was raised, and as always I had found a lot of little defects and even glitches on the models and have fixed them.

What about textures. If earlier limits of the game imposed restrictions, now (thanks to the existence of excellent plugins by community), we can use much more heavy textures without any problems for the game. In connection with this, a lot of textures that earlier were made in 512x512 and 1024x1024 pixels resolution, now were increased to 2048x2048 pixels (I've returned non-optimized variants). Also, as an experiment, in some places I started to use even 4K textures, and in future I'll try to use more such textures.

Well, I offer to back to the first part of Los Santos and see what's new there.

Also I ask you to pay attention to my Autumn Sunshine mod. This is a massive modification for San Andreas dedicated to the autumn season. It has dozens of new features and really great, as for me, visual style.

Question for you, mates. As you know, some time ago I decided to use some textures from GTA IV, V and re-released on Android LCS. These games have also some common textures with SA, but in better quality (for SA they were reduced in that times). The textures are used not in the initial view; as the other textures, they were matched to colors and contrast of original textures to be similar to the original ones, so they don't look like "textures from V", for example. Also part of textures from other GTA games is small. But I care about "legal" question. How do you think, should I use in further these textures, or would it be better to replace them by my textures\textures from open libraries (it takes time again)?

Who knows, maybe. But I don't think that the modding dies. Such series as GTA will always has a lot of fans, including fans of old games, and it will be always interesting to research games materials, change something... But for me, if be honest, modding is not so interesting, like earlier.

LaDiDa

If these textures are non-downscaled textures that are in the game as you say they are, sure, why not use them (doesn't surprise me that they re-use assets). You also mentioned you made the colors match with the rest so that's just a job very well done then.

If these textures are non-downscaled textures that are in the game as you say they are, sure, why not use them (doesn't surprise me that they re-use assets). You also mentioned you made the colors match with the rest so that's just a job very well done then.

I also think so, but I use also not only non-downscaled textures, but some ones that it is difficult to made or find, for example the shops facades.

LaDiDa

If these textures are non-downscaled textures that are in the game as you say they are, sure, why not use them (doesn't surprise me that they re-use assets). You also mentioned you made the colors match with the rest so that's just a job very well done then.

I also think so, but I use also not only non-downscaled textures, but some ones that it is difficult to made or find, for example the shops facades.

In that case just do what you think looks best (or provide some screenshots with comparisons and ask for opinions? Not everything has to exactly match vanilla, at least not for me. Some vanilla stuff are also R* mess-ups so in that case changing them could only make it better).

Here a lot of screenshots with remapped buildings, including minor parts like the metal stairs, roads... From the other time resolution of some textures was raised, because now I use not reduced (because of optimization), but full-size textures (thanks to plugins), how they were done initially. Pay attention also to the new textures of sidewalks.

Now I started the new poll and it is connected with possible version of old HRT Pack 1.3. For a lot time I think periodically about improving of this old version.

This mod, that was released in 2010, is still very interesting for people and it has 66863 (for today) downloads (version with autoinstaller). For me this mod seems a very simple now, because it was my first global modification for San Andreas, and I see a lot of shortcomings: the textures were made in very naive way, sometimes very bright colors etc. Also it has not MIP mapping feature (in that times it was not popular feature).

So it will be interesting to improve the old version. Not generally improve, of course, not remake all the mod (because for this I do HRT 1.4; HRT 1.4 is made full from scratch and does not share any files from 2010 mod), but fix some shortcomings and add MIP maps.

At the same time it's different question, whether to return to previous works, or leave them, just perceive it as something that is already done and just go ahead, to the next projects.

LaDiDa, oh, the poll is in the right part of the site. I must raise it higher. Unfortunate it's impossible to put it into the body of material.

but maybe do enhanced versions of your older mods after this project

Maybe. In the same time this (possible) one can be like a such kind of "warm-up" ("opening act").

BTW, all my previous global modifications already were improved (I mean the mods about different seasons), except the winter mod, because I lost all the materials in that times and there is no desire to finish it's improved version.

I again apologize for so long delays between development reports. As you remember, the third (conditionally speaking) section of Los Angeles, LAs, is in the development now. At the same time, the first and second ones (LAn and LAn2) were highly improved. In this report you'll see some changes, connected with models on the LAn section.

On the first three images a typical mistake of the game's models: incorrect texture mapping. It's not difficult and not long to fix one such model; but if you have hundreds of such models it is a quite another matter. The fourth image prelight error (lightning parameters) fixed. On the fifth and sixth images is a «hole» in the model. These holes also were fixed. And finally, on the seventh and eighth images you can see the part of the object that does not have palpability, so player can fall through it. Was fixed too.

About the terms of release. I want to say that I decided not to say an exact or even approximate mod's release date. Excuse me if this upsets you, but this would be better than to say new terms each time and not to keep promises then.

Also I want to express gratitude to people who find mistakes and misprints in the mod (and on the site) and send me messages about them.

... And the time of approaching winter holidays starts! I wish everyone to have a good time, to choose great gifts for your close people and to enjoy this wonderful atmosphere of soon Christmas and New Year!

And a very big reason for joy. According to GTANet Annual Awards 2017, the mod was chosen as the best texture mod. Thanks to all people who have voted for the mod! And I hope that you will not be disappointed with the choice.

BLlTZ

I'm very proud of you. This long term topic and project shows true dedication, that for others could had drag and sink them in sand because of the tremendous implication of working hours taken from their personal life, but you didn't give up and the project didn't beat you.